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by jan1i3
Tue Oct 26, 2021 1:52 am
Forum: Resolved Problems and Bugs
Topic: [1.1.42] Crash when getting debug info in bytecode with null local debug names
Replies: 3
Views: 388

Re: [1.1.42] Crash when getting debug info in bytecode with null local debug names

Oh good point, it's not addressed in regular Lua. I'll see about reporting it to them, though I'm far less confident reporting to them.

Regardless, if it is addressed in upstream Lua, I will let you know
by jan1i3
Tue Oct 19, 2021 6:26 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.42] Crash when getting debug info in bytecode with null local debug names
Replies: 3
Views: 388

[1.1.42] Crash when getting debug info in bytecode with null local debug names

What When Lua tries to get the debug synbol name / varname for a register it crashes if that register currently has a "local" name that is `NULL` (or 0 or nullptr, whichever you prefer). Expected I'd expect Lua not to crash, and I believe it is because this function assumes that all varna...
by jan1i3
Sat Aug 21, 2021 9:51 pm
Forum: Modding help
Topic: [1.1.38] [MOD] Space Exploration - surface.delete_chunk causes permanent freeze
Replies: 8
Views: 490

Re: [1.1.38] [MOD] Space Exploration - surface.delete_chunk causes permanent freeze

We have done some profiling as a group effort in the discord and have noticed that by far the slowest mod in this case is fCPU. You can see the report for details. As for what you can do... well Removing the mod, trimming and then adding the mod again isn't really an option. So, unless i'm terribly ...
by jan1i3
Mon Jul 12, 2021 6:25 pm
Forum: Resolved Problems and Bugs
Topic: [Lou] [1.1.35] Substation ghost dragging overlaps trying to power already covered entities
Replies: 2
Views: 1737

[Lou] [1.1.35] Substation ghost dragging overlaps trying to power already covered entities

When ghost dragging substations next to unpowered entities the substation ghosts get placed too early/close to each other resulting in coverage overlap. Example.png Reproduction Place entities like steam engines or assmeblers in a row, for example using this BP: 0eNqN1cFqhDAQgOF3mXO27CRxo3mVUorbDktg...
by jan1i3
Wed Jun 23, 2021 10:43 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.35] Crash when benchmarking without prototype history and deleted `base`
Replies: 2
Views: 591

[kovarex] [1.1.35] Crash when benchmarking without prototype history and deleted `base`

Note First of all i'm just reporting this to explain how it happened so you aren't confused by the auto uploaded crash report. I personally don't consider it fix-worthy. The ultimate reason it happened was because i had to create my own `base` mod in order to create a new save using `--create foo` ...
by jan1i3
Tue Jun 22, 2021 3:19 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.34] Smart Belt Dragging placing belts in the wrong location and or direction
Replies: 2
Views: 375

Re: [kovarex] [1.1.34] Smart Belt Dragging placing belts in the wrong location and or direction

Great to hear!
I've since written a script to make other cases reproducible which seemed timing related (which are actually cursor location delta related), but i shall wait until next release to see if those have also been fixed
by jan1i3
Thu Jun 10, 2021 8:51 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.34] Smart Belt Dragging placing belts in the wrong location and or direction
Replies: 2
Views: 375

[kovarex] [1.1.34] Smart Belt Dragging placing belts in the wrong location and or direction

There are several cases where smart belt dragging ends up placing belts on the incorrect row or column or the belts are facing the opposite direction. These are just 3 cases i managed to reproduce. Syntax: starting with belts facing north (^) . = start ^ > v < = move cursor one tile in that directio...
by jan1i3
Mon Dec 07, 2020 3:54 am
Forum: Modding discussion
Topic: Wider error notice boxes?
Replies: 6
Views: 623

Re: Wider error notice boxes?

Alright, well it's a mod now: https://mods.factorio.com/mod/WiderNoticeTextBoxes
It being a mod doesn't really achive what i was hoping for, but hey if people like it they can have it now.
If it changes in the game itself i'll just deprecate the mod.
by jan1i3
Fri Dec 04, 2020 12:47 pm
Forum: Modding discussion
Topic: Wider error notice boxes?
Replies: 6
Views: 623

Re: Wider error notice boxes?

I'll just weigh in with my opinion: that box isn't there for us modders. It's there for players to copy the stack trace and send to us. With debugadapter and VSCode you get immediate access to not only the line that broke, but a full stack trace, complete with variables (including up-values) and th...
by jan1i3
Fri Dec 04, 2020 1:15 am
Forum: Modding discussion
Topic: Wider error notice boxes?
Replies: 6
Views: 623

Wider error notice boxes?

Intro You can safely skip to the TL;DR. I just go over details and context. Background So with longer file names or bigger folder structures or function names, it's not uncommon to see error notice boxes like these: Screenshot 2020-12-04 014858.png where the lines start with: __modname__/ 'function...
by jan1i3
Tue Nov 24, 2020 10:21 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.0] Crash while editing blueprint: TransportBeltConnectable::drawEndingPiece
Replies: 5
Views: 1028

Re: [1.1.0] Crash while editing blueprint: TransportBeltConnectable::drawEndingPiece

Reproduction: It seems very circumstancial but this is pretty consistent... load into some world, i tried a fresh world and a lab tile world while in the editor with entity update paused, seemed like this difference did not affect it import the bp string open it remove the right belt confirm the fol...
by jan1i3
Wed Nov 04, 2020 6:23 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [1.0.0] LuaPlayer :: set_active_quick_bar_page crash
Replies: 2
Views: 410

Re: [boskid] [1.0.0] LuaPlayer :: set_active_quick_bar_page crash

LuaPlayer::get_active_quick_bar_page returning nil is correct behavior and is well documented. Oh right, sorry. Always embarrassing when you don't read something that's right in font of your face. Issue was already fixed (for 1.1) by adding a range check for the page_index. If it will be out of acc...
by jan1i3
Sun Nov 01, 2020 10:26 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [1.0.0] LuaPlayer :: set_active_quick_bar_page crash
Replies: 2
Views: 410

[boskid] [1.0.0] LuaPlayer :: set_active_quick_bar_page crash

The Problem set_active_quick_bar_page seems to not validate the second parameter page_index. This causes it to be setable to 11, which looks like it works, but you actually can't modify that row (only tested by clicking on it) But when setting it to 12 or higher it causes a crash. demonstration.png...
by jan1i3
Wed Jun 10, 2020 12:24 pm
Forum: Releases
Topic: Version 0.18.31
Replies: 56
Views: 17272

Re: Version 0.18.31

Mods can now be loaded from directories with the name of the mod but no version number. cool, finally! but how about, you know, not requiring mods to be in a folder inside of another (zipped) folder at all? i.e. i just can't understand why abc_1.0.0.zip/abc_1.0.0/data.lua which can now become abc_1...
by jan1i3
Fri May 22, 2020 9:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.26] LuaEntity.copy_settings copies in the wrong direction when by_player is given
Replies: 1
Views: 239

[0.18.26] LuaEntity.copy_settings copies in the wrong direction when by_player is given

The title says it all, but here's a link to the docs and further clarification just in case: copy_settinsg is supposed to copy the settings from the entity given in the first argument to the entity it is called on. it does so when by_player is not given as a second arg, however does the opposite whe...
by jan1i3
Mon May 11, 2020 4:43 pm
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 38
Views: 7329

Re: [One Line Suggestions]

[Mod Portal API] A deprecated flag in Result Entry would be nice. specifically in api/mods endpoint, but Short and Full would also make sense
(i am 95% sure it currently gives deprecated entries but there is no way to tell that they are)

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